Yep, there’s some pretty stellar solo games out there (1000 Year Old Vampire, Ironsworn, Five Parsecs from Home), and most popular systems already have solo RPG adaptations that people have worked up. There’s a number of benefits to solo RPGs, though obviously the big drawback is the lack of interaction with others. I play both solo and multiplayer ttrpgs, our group has a weekly game session we’ve been playing for years now across multiple systems/campaigns, so it’s not a matter of just “not having anyone to play with”, I genuinely like things from both experiences.
• Play anytime you want on your schedule, don’t have to herd cats trying to get potentially unreliable players to grace you with their presence. • Play what you want to play, experiment with new systems or genres that maybe your regular gaming group won’t play. • Great practice for GMs, you usually have to react to unpredictable, random results with no pre-determined story in mind and make it make sense to yourself. It really helps with your improvisation skills. • If you develop any random tables or content for yourself (settings, stories, npcs, etc), you can just as easily use those in your multiplayer games. • You make the rules. In multiplayer games most everybody has to agree on the rules (or you’re at the mercy of the GM’s interpretations), in solo RPGs, you can homebrew or reinterpret whatever rules you want to.